
I just need to share this with people that will understand the struggle hahahha
Damn fuck Jizo on a bicycle! Regretting something in a game engine is sure a heavy burden!
Jumping head first using just C++ was not my best idea, yes inheritance and templates helped a lot at the beginning, but things got so interlocked that every little refactoring was costing me a week of hard work.
I started porting the base layers and dependencies to C23 and I thought I could do it slowly, but nop! Had to spend a few months painstakingly breaking those dependencies and finding alternatives for things like XML parsing and GLM libraries.
And finally, after grueling months, I have pushed to master the first steps of the physics simulation for my engine!
It's just the particle simulation, which is very simple (particles have no volume), but it's there and everything is now moving only by the forces of the universe!!! It is very satisfying and elegant!
If anyone cares to take a look: https://codeberg.org/TooOld2Rock-nRoll/ArcadeFighterDemo/src/branch/master/lib/ArcadeFighter/inc/physics
(source is at the src directory)
By the way, what is the usual way to have a floor line in a fighting platform game???
I have been using an artificial line declared in the level class itself, the update method keeps the players above it, but it seams lazy coding.....
Was thinking it would be better to have an invisible and immovable object that works as the bottom line and stops gravity from taking the players off screen.
Anyway, next thing is adding mass and working on inertia, any pointers on how to implement progressive acceleration? (yes, I can research it, but chatting is much better)
